Drasnighta
03/24/15 10:37 PM
198.53.99.90
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Karosan KRO-S1X
Mass: 55 tons Tech Base: Inner Sphere Chassis Config: Biped Rules Level: Tournament Legal Era: Clan Invasion Tech Rating/Era Availability: E/X-X-E-A Production Year: 3067 Cost: 8,222,440 C-Bills Battle Value: 1,487
Chassis: Defiance 450 Standard Standard Power Plant: Nissan 275 Light Fusion Engine Walking Speed: 54.0 km/h Maximum Speed: 86.4 km/h Jump Jets: Leviathan Lifters Jump Capacity: 120 meters Armor: Loganecker Plastisteel Ferro-Fibrous Armament: 3 Diverse Optics B3L Large Lasers 2 Randall "Hellbitch" Medium Lasers Manufacturer: Heretic BattleMechs Primary Factory: Gallery Communications System: Nashan Diversified Targeting and Tracking System: Nashan Diversified
Overview: The KRO-S1X Karosan was borne out of a desire to have a midweight Brawler/Urban Warfare battleMech utilising an all-energy configuration.
Capabilities: With a Moderate Top speed for its weight and a quartet of Leviathan Lifted Jump Jets that were transferred from the stalled HRT-1X "Heretic" project, the prototype Karosan has good maneuverability around the urban environments its built for.
The Trio of front mounted Diverse Optics B3L Large lasers provides an adequate punch for its offensive strike. The need to adopt ER Technology was passed on, due to its effective range likely to be limited by the terrain.
A Duet of Randall's "Hellbitch" Class medium lasers protect its rear quarter in the often messy battlefields of Urban Warfare.
Unfortunately, the Karosan is lacking the maximum armour protection desired in a close brawler, sacrificed in order to keep its heat dissipation somewhat in check. Even then, at a full jump and a full burst from its large lasers, the Karosan will build up heat in its primary configuration.
With its full arms-and-hands and with no weapons equipped in its arms, it is expected to be able to position itself well to utilise its 360 torso weapons, and be able to threaten enemy BattleMechs with Physical attacks at the same time.
Variants: The first variant that was proposed on the drawing board was the sacrifice of a further 2 tons of armour for an additional pair of heat sinks in the side torsos.
Additional: --OOC--
Definately a mismatched design. I think I am personally liking the Tri-Set of weapons in a lot of my designs... 3 LLs, 3 LRM systems, etc...
Also... I might be back designing for a while.
================================================================================ Equipment Type Rating Mass -------------------------------------------------------------------------------- Internal Structure: Standard 91 points 5.50 Engine: Light Fusion Engine 275 12.00 Walking MP: 5 Running MP: 8 Jumping MP: 4 Standard Jump Jet Locations: 1 LT, 1 RT, 1 LL, 1 RL 2.00 Heat Sinks: Double Heat Sink 13(26) 3.00 Heat Sink Locations: 1 LT, 1 RT Gyro: Standard 3.00 Cockpit: Standard 3.00 Actuators: L: SH+UA+LA+H R: SH+UA+LA+H Armor: Ferro-Fibrous AV - 170 9.50 Armor Locations: 6 LA, 6 RA, 1 LL, 1 RL
Internal Armor Structure Factor Head 3 9 Center Torso 18 26 Center Torso (rear) 7 L/R Torso 13 19 L/R Torso (rear) 7 L/R Arm 9 17 L/R Leg 13 21
================================================================================ Equipment Location Heat Critical Mass -------------------------------------------------------------------------------- Large Laser RT 8 2 5.00 (R) Medium Laser RT 3 1 1.00 Large Laser LT 8 2 5.00 (R) Medium Laser LT 3 1 1.00 Large Laser CT 8 2 5.00 Free Critical Slots: 11
BattleForce Statistics MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 15 5/3j 3 3 0 0 2 0 Structure: 3 Special Abilities: ENE, SRCH, ES, SEAL, SOA
CEO Heretic BattleMechs.
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ghostrider
03/25/15 01:56 AM
76.89.120.217
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curious about the standard rear firing mls. I know you wanted an energy urban mech, but considering infantry would be prevalent in a city, I would think something to deal with infantry would be desired over normal weapons. Maybe a spl or two. Or even a flamer.
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Drasnighta
03/25/15 05:11 PM
198.53.99.90
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I very rarely use pulse technology in my designs... Maybe a Flamer will do. Maybe I'll do my old target-marking trick and stick a one-shot Inferno SRM2 Launcher in the head, somehow...
At the moment, its a Flawed Design. Designs need to have Flaws.
CEO Heretic BattleMechs.
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ghostrider
03/25/15 09:47 PM
76.89.120.217
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If not for the change in damage to infantry, it wouldn't be an issue.
Honestly a one shot wouldn't allow complete urban combat. Also it would negate the all energy aspect of it.
But it was a suggestion. It works without the changes.
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CarcerKango
03/26/15 08:59 AM
64.251.51.246
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It's a mini Awesome! With jump jets! ME LIKE!
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Retry
03/26/15 09:23 PM
76.7.225.145
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Small pulse lasers are very handy for infantry killing, not that every mech design needs anti-infantry weapons.
Comparatively, it's impossible to create a flawless mech. They'll always be trounced in some area or some role by another. ML boats, for example, suffer from short range and the inability to single-hit headcap like the HPPC and the Gauss Rifle, and seriously powerful ML boats dedicate enough tonnage to guns and heat sinks that they're sacrificing in speed, or possibly crits in the era of DHS. Perfection of a mech is impossible, so "flaws" are inevitable. But then there's designs like the "kind-of-okay-if-you're-on-Hoth" Rifleman which has so many issues that are just entirely unnecessary. They're no fun to fight with or against.
Not that the Karosan is a Rifleman, but the comment "designs need to have flaws"...
I'm not sure where you get mini-awesome from. The PPC and large laser are considerably different in both use and fluff.
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ghostrider
03/26/15 09:44 PM
76.89.120.217
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Thinking his saying it is an urban warfare mech makes me think of infantry more then open plans.
As for mini awesome, I think there is a triple laser varient of the mech out there, and honestly, the lasers are a little better for city fighting as ranges aren't always beyond minimum. Granted the punch isn't all there either.
And I do like having units to fight that aren't something that if it doesn't kill you, you still are almost dead.
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Retry
03/26/15 10:13 PM
76.7.225.145
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An urban mech would definitely strongly benefit with some sort of infantry mauler.
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CarcerKango
03/27/15 09:03 AM
64.251.51.246
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I mean mini-awesome because triple heavy energy weapons volley fired.
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Drasnighta
05/30/15 03:09 PM
198.53.98.65
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Definately a rebuild here...
I switched out Ferro for Endo to gain additional tonnage, added a small Pulse laser to the head, shifted the Jump Jets to Total Torso mounting, and then added A-Pods.
Code:
BattleMech Technical Readout
Type/Model: Karosan KRO-S2X Tech: Inner Sphere / 3067 Config: Biped BattleMech Rules: Level 2, Custom design
Mass: 55 tons Chassis: Defiance 450 Endo Steel Power Plant: 275 GM Light Fusion Walking Speed: 54.0 km/h Maximum Speed: 86.4 km/h Jump Jets: 4 Leviathan Lifters Standard Jump Jets Jump Capacity: 120 meters Armor Type: Star Slab Standard Armament: 2 Defiance B3M Medium Lasers 3 Defiance B3L Large Lasers 1 Diverse Optics Type 10P Small Pulse Laser 2 Limpet-Claymore Anti-Personnel Pods Manufacturer: Dynamics Corp / Heretic BattleMechs Location: Gallery Communications System: Nashan Quartet ComSys Targeting & Tracking System: Nashan Diana Mark I
------------------------------------------------------------------------------ ==Overview:== The KRO-S1X Karosan was borne out of a desire to have a midweight Brawler/Urban Warfare battleMech utilising an all-energy configuration.
As a prototype design, it was not without its flaws - and indeed, a few assistants to the design process pointed out that it seemed to instead be mimicking the concept of a "Mini Awesome" and owuld be better for the longer ranges of the plains rather than an Urban Battlefield.
This Necessitated the S2X Rebuild.
==Capabilities:== With a Moderate Top speed for its weight and a quartet of Leviathan Lifted Jump Jets that were transferred from the stalled HRT-1X "Heretic" project, the prototype Karosan has good maneuverability around the urban environments its built for.
The Trio of front mounted Defiance B3L Large lasers provides an adequate punch for its offensive strike. The need to adopt ER Technology was passed on, due to its effective range likely to be limited by the terrain.
A Duet of Defiance B3M medium lasers protect its rear quarter in the often messy battlefields of Urban Warfare.
Unfortunately, the Karosan is lacking the maximum armour protection desired in a close brawler, sacrificed in order to keep its heat dissipation somewhat in check. Even then, at a full jump and a full burst from its large lasers, the Karosan will build up heat in its primary configuration.
With its full arms-and-hands and with no weapons equipped in its arms, it is expected to be able to position itself well to utilise its 360 torso weapons, and be able to threaten enemy BattleMechs with Physical attacks at the same time.
Furthermore, the 2X rebuild advances upon its chosen work - the Urban Battlefield. To assist with Infantry Ambushes, a Diverse Options 10P Small Pulse Laser was attached to the side of the head of the Karosan, and the legs were fitted with a pair of Limpet-Claymore Anti-Personnel pods.
-------------------------------------------------------- Type/Model: Karosan KRO-S2X Mass: 55 tons
Equipment: Crits Mass Int. Struct.: 91 pts Endo Steel 14 3.00 (Endo Steel Loc: 4 LA, 4 RA, 2 LT, 2 RT, 1 LL, 1 RL) Engine: 275 Light Fusion 10 12.00 Walking MP: 5 Running MP: 8 Jumping MP: 4 Heat Sinks: 13 Double [26] 6 3.00 (Heat Sink Loc: 1 LT, 1 RT) Gyro: 4 3.00 Cockpit, Life Supt., Sensors: 5 3.00 Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00 Armor Factor: 160 pts Standard 0 10.00
Internal Armor Structure Value Head: 3 9 Center Torso: 18 25 Center Torso (Rear): 6 L/R Side Torso: 13 18/18 L/R Side Torso (Rear): 4/4 L/R Arm: 9 16/16 L/R Leg: 13 22/22
Weapons and Equipment Loc Heat Ammo Crits Mass -------------------------------------------------------- 1 Medium Laser RT(R) 3 1 1.00 1 Large Laser RT 8 2 5.00 1 Medium Laser LT(R) 3 1 1.00 1 Large Laser LT 8 2 5.00 1 Large Laser CT 8 2 5.00 1 Small Pulse Laser HD 2 1 1.00 1 Anti-Personnel Pod LL 0 1 .50 1 Anti-Personnel Pod RL 0 1 .50 4 Standard Jump Jets: 4 2.00 (Jump Jet Loc: 2 LT, 2 RT) -------------------------------------------------------- TOTALS: 32 70 55.00 Crits & Tons Left: 8 .00
Calculated Factors: Total Cost: 8,214,690 C-Bills Battle Value 2: 1,467 (old BV = 1,350) Cost per BV2: 5,599.65 Weapon Value: 1,288 / 1,288 (Ratio = .88 / .88) Damage Factors: SRDmg = 26; MRDmg = 14; LRDmg = 1 BattleForce2: MP: 5, Armor/Structure: 4/3 Damage PB/M/L: 4/2/-, Overheat: 0 Class: MM; Point Value: 15
CEO Heretic BattleMechs.
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ghostrider
05/30/15 07:49 PM
76.89.120.217
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It is curious you would use standard large lasers in a brawler mech. I would think breaking down to using some smaller lasers would be better overall for more punch while grappling, like a flurry of punches into the abdoman of a boxer. But it does look effective without it. Yes I know heat build up would be the concern. Though using crit eating 8 small lasers would allow you to keep the 8 heat points and give you an extra ton of weight, while increasing the over all damage potential, it would limit your longer range firepower. But it is just a thought.
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